Commit Graph

311 Commits

Author SHA1 Message Date
Hajime Hoshi
2a1d23d926 internal/shader: bug fix: panic when an assignment mismatch happens
Closes #2654
2023-04-26 22:09:25 +09:00
Hajime Hoshi
9d2178cf71 internal/shaderir: rename the built-in func to get a texel to __texelAt 2023-04-23 22:57:30 +09:00
Hajime Hoshi
49582519c1 all: add a compiler directive kage:unit
This change adds a new compiler directive 'kage:unit' to Kage. This
takes one of these two values: 'pixel' and 'texel'. The default value
is 'texel'.

With the pixel-unit mode, all the built-in functions treats pixels
instead of texels, and the texCoord argument of Fragment is in pixels.
This simplifies shader programs as programs no longer have the notion
of texels.

With the texel-unit mode, the behavior is the same as the current
behavior.

Closes #1431
2023-04-23 22:11:57 +09:00
Hajime Hoshi
b5ca404c42 internal/shader: bug fix: a swizzling 'r' didn't work for vec2
Closes #2652
2023-04-23 21:29:20 +09:00
Hajime Hoshi
00e45affe9 all: update OpenGL version from 2.1 to 3.2
'texelFetch' requires OpenGLSL 1.30, which requires OpenGL 3.0+.
macOS might not support OpenGL 3.0 and 3.1, so adopt 3.2.

Updates #1431
2023-04-23 14:25:36 +09:00
Hajime Hoshi
df32901dce internal/shader: refactoring 2023-04-16 18:37:06 +09:00
Hajime Hoshi
ad7d5a86f9 internal/shader: bug fix: check the type for composite literal
Closes #2348
2023-02-20 23:07:11 +09:00
Pierre Curto
4de807cc44
all: fix typos (#2558)
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2023-01-28 19:06:38 +09:00
Hajime Hoshi
06bc569b73 internal/shader: bug fix: wrongly typed constants were unexpectedly used
Closes #2549
2023-01-20 02:26:39 +09:00
Hajime Hoshi
fda0b1cbcb internal/graphicsdriver/directx: reuse a compiled vertex shader if possible
D3DCompile can be a very slow function, and let's skip this if possible.
2022-12-24 17:44:54 +09:00
Hajime Hoshi
88fe3d1287 internal/shaderir: rename TextureNum to TextureCount 2022-12-24 15:55:05 +09:00
Hajime Hoshi
88e5d5e059 Revert "internal/shaderir: refactoring: remove Program.TextureNum"
This reverts commit c2bea16776.

Reason: test compilation errors
2022-12-24 15:53:16 +09:00
Hajime Hoshi
c2bea16776 internal/shaderir: refactoring: remove Program.TextureNum 2022-12-24 15:15:41 +09:00
Hajime Hoshi
f129c23393 all: update URLs in comments 2022-11-21 01:46:50 +09:00
Hajime Hoshi
e9e5d27d2c internal/shader: bug fix: % operators for integer vecs didn't work
Closes #1911
2022-11-21 01:39:20 +09:00
Hajime Hoshi
0b9cbaa1ed internal/shader: introduce integer vectors (ivec2, ivec3, ivec4)
Closes #1911
2022-11-21 00:31:23 +09:00
Hajime Hoshi
5aecd6762c internal/shader: refactoring 2022-11-20 18:25:08 +09:00
Hajime Hoshi
dc1df824a5 internal/shader: more strict type checks with built-in functions 2022-11-20 17:47:53 +09:00
Hajime Hoshi
5d8216def3 internal/shader: stricter const type check 2022-11-20 15:52:33 +09:00
Hajime Hoshi
5f4e3a0348 internal/shader: add swizzling check 2022-11-19 22:39:17 +09:00
Hajime Hoshi
c4e4e55d75 internal/shaderir: cache reachable uniform variables
Updates #2232
2022-11-04 01:28:24 +09:00
Hajime Hoshi
384dee7160 internal/graphicscommand: remove unused uniform variables
This improves possibility of merging graphics commands by reducing
uniform variables.

Updates #2232
2022-11-03 22:45:17 +09:00
Hajime Hoshi
1703297f37 internal/shader: add a test for type shadowing 2022-09-24 19:00:23 +09:00
Hajime Hoshi
7f91a681e3 internal/shader: check type redeclaration 2022-09-24 18:56:01 +09:00
Hajime Hoshi
5404e4d68a all: replace io/ioutil with io and os
Closes #1770
2022-09-15 02:54:25 +09:00
Hajime Hoshi
c19f45b91c internal/shader: bug fix: test failures
Updates #2304
2022-09-05 02:52:16 +09:00
Hajime Hoshi
4ade34bc02 internal/shaderir: bug fix: wrong argument check on pow
Closes #2304
2022-09-05 02:35:48 +09:00
Hajime Hoshi
85d54515cd internal/shader: check types for && and || correctly
Updates #2256
2022-08-19 17:34:03 +09:00
Hajime Hoshi
d6047f3988 internal/shader: add type checks to compare two values
Closes #2187
2022-08-19 17:03:29 +09:00
Hajime Hoshi
f63b87f675 internal/shader: refactoring 2022-08-19 15:24:00 +09:00
Hajime Hoshi
590147acda internal/shader: add type checks for the builtin function texture2D
Note that texture2D is usually not called by users.

Closes #2184
2022-08-19 02:27:40 +09:00
Hajime Hoshi
63eee0600e internal/shader: add type checks for the builtin function transpose
Updates #2184
2022-08-19 01:57:24 +09:00
Hajime Hoshi
7a94cbbd62 internal/shader: add refract
Closes #2255
2022-08-19 01:48:35 +09:00
Hajime Hoshi
13ae8f5872 internal/shader: add type checks for the builtin function faceforward
Updates #2184
2022-08-19 01:48:30 +09:00
Hajime Hoshi
73f12fa704 internal/shader: add type checks for the builtin function smoothstep
Updates #2184
2022-08-19 01:27:01 +09:00
Hajime Hoshi
f3ea274d20 internal/shader: add type checks for the builtin function mix
Updates #2184
2022-08-19 01:19:20 +09:00
Hajime Hoshi
ec851a85f5 internal/shader: add type checks for the builtin function step
Updates #2184
2022-08-19 00:25:04 +09:00
Hajime Hoshi
34cc6405dd internal/shader: add type checks for the builtin function clamp
Updates #2184
2022-08-19 00:14:38 +09:00
Hajime Hoshi
82a9aac689 internal/shader: add type checks for the builtin function cross
Updates #2184
2022-08-18 23:45:01 +09:00
Hajime Hoshi
7af6c99954 internal/shader: add type checks for some builtin functions
Updates #2184
2022-08-18 23:21:25 +09:00
Hajime Hoshi
fb775d806c internal/shader: disallow 'discard' in other functions than the fragment entry point
Closes #2248
2022-08-17 23:39:52 +09:00
Hajime Hoshi
b211b79a5c internal/shader: use a return statement in a fragment shader entrypoint
Updates #2247
2022-08-17 22:02:13 +09:00
Hajime Hoshi
cf92158e33 ebiten: bug fix: add an indirect function call for a fragment shader
Closes #2245
Closes #2247
2022-08-17 16:37:37 +09:00
Hajime Hoshi
205245b094 internal/shader: implement a new built-in function discard
Closes #1969
2022-08-09 11:31:59 +09:00
mattn
2bacecca24
fix typos (#2227) 2022-08-03 22:40:39 +09:00
Hajime Hoshi
dce34d2306 internal/shader: change the naming convention: Num -> Count 2022-07-13 02:02:48 +09:00
Hajime Hoshi
4afabe34ae internal/shader: optimization: remove unnecessary local variables
Updates #2034
Updates #2188
2022-07-10 19:01:58 +09:00
Hajime Hoshi
b6a340a96f internal/shader: optimization: use a regular return for a function with one output parameter
Updates #2034
Updates #2188
2022-07-10 18:18:46 +09:00
Hajime Hoshi
8c879c7bcf internal/shader: refactoring 2022-07-10 16:02:50 +09:00
Hajime Hoshi
b2a1b9a9a2 internal/shader: bug fix: float constant didn't work with assign operators 2022-07-09 22:29:42 +09:00
Hajime Hoshi
c01821ca5c internal/shader: use all functions for vector comparisons
Updates #2186
2022-07-09 02:30:16 +09:00
Hajime Hoshi
6dcd2ff11c internal/shader: bug fix: wrong assignment rule for booleans 2022-07-08 02:19:42 +09:00
Hajime Hoshi
87be157b23 internal/shader: refactoring 2022-07-08 01:09:42 +09:00
Hajime Hoshi
a3590cb258 internal/shader: add type checks to bool/int/flaot
Updates #2184
2022-07-08 00:22:55 +09:00
Hajime Hoshi
faa2ad5c6f internal/shader: add type checks for mat2/mat3/mat4
Updates #2184
2022-07-07 23:05:26 +09:00
Hajime Hoshi
f89277fd85 internal/shader: add type checks to vec2/vec3/vec4
Updates #2184
2022-07-07 00:20:02 +09:00
Hajime Hoshi
5c63c4a4aa internal/graphicsdriver/metal: support macOS 10.12 by removing packed types
From the Metal shading language specification [1] Table 2.2.3, attribute
variables in Ebitengine's vertices don't have to be packed. Then, we can
remove `packed` types.

[1] https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf

Closes #2107
2022-05-28 23:57:59 +09:00
Hajime Hoshi
853d94c3ef internal/shader: implement strict type checks when calling a function
Closes #2032
2022-04-09 00:32:27 +09:00
Hajime Hoshi
15fe7158fd internal/shader: implement strict type checks in assignments
Closes #1972
2022-04-09 00:02:20 +09:00
Hajime Hoshi
aef00a5235 internal/shader: bug fix: wrong type deduction at (scalar)*(matrix)
Updates #2037
2022-03-27 01:22:54 +09:00
Hajime Hoshi
a936ffc032 internal/shader: restrict the number of arguments for atan/atan2 2022-03-26 19:40:04 +09:00
Hajime Hoshi
d30a31b16c internal/shaderir/hlsl: add function forward declarations 2022-03-26 19:10:03 +09:00
Hajime Hoshi
52376170a4 internal/shaderir: bug fix: float4x4(x) initialized all the components unexpectedly
See https://docs.microsoft.com/en-us/windows/win32/direct3d9/casting-and-conversion#parameter-value-modifiers

Updates #1007
2022-03-26 02:05:35 +09:00
Hajime Hoshi
4893b13acc internal/shaderir: add internal/shaderir/hlsl
Updates #1007
2022-03-26 01:31:05 +09:00
Hajime Hoshi
9b1adf799d internal/shader: move syntax tests to internal/shader 2022-03-21 19:31:06 +09:00
Hajime Hoshi
a617576879 internal/shaderir: replace Mul with ComponentWiseMul and MatrixMul
This is a preparation for DirectX / HLSL.

Updates #1007
2022-03-13 19:17:46 +09:00
Hajime Hoshi
6f00221051 internal/shaderir/msl: rename the package name
Updates #2010
2022-03-10 16:25:11 +09:00
Hajime Hoshi
5f97bdc1d3 internal/shader: fix typo
Updates #2011
2022-03-10 02:54:32 +09:00
Hajime Hoshi
5614e9d7eb internal/shader: fix misspellings 2022-03-10 02:52:44 +09:00
Hajime Hoshi
880dd0682e internal/shader: bug fix: fix some failing tests 2022-03-10 02:24:29 +09:00
Hajime Hoshi
d3b72d4ef9 internal/shader: add test files
Updates #2011
2022-03-10 01:02:51 +09:00
Hajime Hoshi
de05ede27e internal/shader: bug fix: evaluate the builtin float/int functions in the pre-compile phase correctly
Closes #2011
2022-03-10 00:47:16 +09:00
Hajime Hoshi
47bfd0db9e internal/shaderir/metal: rename to msl
Closes #2010
2022-03-10 00:14:06 +09:00
Hajime Hoshi
84c680c6ed internal/shader: ban the operator div on a matrix
The operator div on a matrix doesn't work on Metal.
2022-01-21 03:37:34 +09:00
Hajime Hoshi
2e5b4954f3 internal/shader: bug fix: forbid mat + float
mat + float doesn't work on Metal.
2022-01-21 02:42:22 +09:00
Hajime Hoshi
99f003a17a internal/shader: bug fix: mat *= vec is not allowed
Updates #1971
2022-01-21 02:03:50 +09:00
Hajime Hoshi
0415773b94 internal/shader: bug fix: allow the *= operator for a vector and a matrix
Updates #1971
2022-01-21 01:59:58 +09:00
Hajime Hoshi
8b8b96c9e7 internal/shader: bug fix: wrong test (int*float) 2022-01-21 01:31:46 +09:00
Hajime Hoshi
8d2bf6525c internal/shader: bug fix: wrong type checkings for operator *
Updates #1971
2022-01-21 01:06:02 +09:00
Hajime Hoshi
0a537b7ad2 internal/shader: bug fix: a number literal must be represented as floats in some contexts 2022-01-17 21:14:07 +09:00
Hajime Hoshi
4940159e5b internal/shader: bug fix: operators between vec/mat and float should work
Closes #1963
2022-01-17 20:52:44 +09:00
Hajime Hoshi
260f7e07df internal/shader: bug fix: deduction checks for the % operator were lacked 2022-01-14 03:51:04 +09:00
Hajime Hoshi
08ddb4233b internal/shaderir/glsl: bug fix: % was not available on old GLSLs
Use a new utility function modInt instead.

Closes #1951
2022-01-12 01:41:09 +09:00
Hajime Hoshi
d110716dc0 internal/shader: bug fix: check types correctly for assign operators
Closes #1950
2022-01-12 00:39:39 +09:00
Hajime Hoshi
83bd0772d4 internal/shader: bug fix: % should be valid only for integers
Closes #1947
2022-01-11 23:53:09 +09:00
Hajime Hoshi
374871c031 internal/shader: bug fix: a meaningless statement should raise an error (a non-call expression statement)
Updates #1898
2021-12-27 23:14:05 +09:00
Hajime Hoshi
481a2145ae internal/shader: bug fix: a meaningless statement should raise an error
Closes #1898
2021-12-27 22:05:58 +09:00
Hajime Hoshi
8ae6793d4d internal/shader: Check the number of arguments 2021-11-14 17:34:06 +09:00
Hajime Hoshi
9be4ce928b internal/shader: Add more tests for const
Updates #1847
2021-11-14 17:06:54 +09:00
Hajime Hoshi
36ce3b836e internal/shader: Bug fix: Treat a non-typed consntat argument as a float
Closes #1874
2021-11-14 15:47:59 +09:00
r3vit
57c45a13e4
Remove dot imports from tests - Remove dot imports (#1837)
Closes #1824
2021-10-02 19:58:48 +09:00
Hajime Hoshi
853c1f2b92 internal/shaderir/glsl: Bug fix: Remove uncalled functions
Some built-in functions like dFdx is not available in a vertex shader,
then a function that calls such built-in function should not be in
a vertex shader.

Closes #1701
2021-07-09 20:22:40 +09:00
Hajime Hoshi
77b51e4707 internal/shader: Add more tests and improve the comment
Updates #1192
2021-04-09 01:25:37 +09:00
Hajime Hoshi
1cdc6ea72b internal/shader: Bug fix: Treat multiple constant definitions in one statement correctly
Updates #1192
2021-04-09 01:18:38 +09:00
Hajime Hoshi
3b6fa891ac internal/shader: Bug fix: Error on duplicated const/var names
Updates #1192
2021-04-09 00:12:17 +09:00
Hajime Hoshi
59a80cf953 internal/shader: Implement basic constants
Updates #1192
2021-04-09 00:00:49 +09:00
Hajime Hoshi
5f81065d78 internal/shader: Make function duplications error
Closes #1430
2021-02-07 22:24:23 +09:00
Hajime Hoshi
d3fbf377ef shader: Bug fix: A wrong usage of a pointer 2020-12-20 13:32:22 +09:00
Hajime Hoshi
b1d7a5f595 shaderir/glsl: Enable dFdx for WebGL
With WebGL1, an extension is required for dFdx. On the other hand,
with WebGL2, GLSL ES 300 is required and the extension is forbidden.
This change fixes shaderir/glsl to switch the output depends on the
WebGL version.

This change also adds a new build tag 'ebitenwebgl1' forcing WebGL 1.

Updates #1404
2020-11-21 19:07:54 +09:00
Hajime Hoshi
185e367295 shader: Implement cap function
Fixes #1361
2020-10-17 23:36:09 +09:00